Stellaris

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[Star Wars] Polis Massa - Start System
   
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19 Oct, 2016 @ 1:49am
11 Jan, 2017 @ 4:46am
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[Star Wars] Polis Massa - Start System

Description
This starting system is the Rebel Alliance asteroid base from the end of Ep. III. The planet Polis Massa was blown apart in a cataclysm hundreds of years past and this remote research base clinging to the remnants remained secret until just prior to Ep. IV
16 Comments
tilarium 31 Jan, 2017 @ 7:08pm 
Welp, not sure what happened in the past month, but seems that Paradox fixed whatever was broken and the planet classes are changing correctly again.
Death of Rats  [author] 29 Dec, 2016 @ 2:05am 
Oh goddammit. I recall something simillar happened with a different command... when... 1.3? Thanks again Paradox :steamfacepalm:.

Anyway, thanks for the heads up.
tilarium 28 Dec, 2016 @ 10:50pm 
@DireEvangelist I don't know why I didn't think of this before. The problem is that because I have to select one of the 9 planet classes at empire creation the game turns the starting planet into that type. The planettype you added into the game works fine and when I use the console command "planet_class pc_asteroidbase it converts it over. The problem is that the game isn't recognizing the init_effect change_pc command. I realized it when I was running through the various start systems to get a feel for them (and adjust them for AlphaMod.. the asteroids) and noticed that your Coruscant System (the planet wide city one) is having the same issue. I've noticed with the last update some of the various commands are no longer working and it looks like that might be one as well.
tilarium 27 Dec, 2016 @ 8:41pm 
Nope, just using a regular old random gen map. I do have Sol Unleashed though, do get the improved Sol and neighbors. Maybe that's what is doing it? (one of the other custom made empires has the milkyway unleashed start to put the mods Sol changes into play)
Death of Rats  [author] 27 Dec, 2016 @ 8:33pm 
Are you using one of the Star Wars galaxy maps? One (or two?) of those use stripped down versions of some of my systems which conflict.
tilarium 27 Dec, 2016 @ 5:06pm 
UPDATE: Removed both Alpha nd MRSS and still not coming in as an asteroid, so now I'm not sure what the problem is.
tilarium 27 Dec, 2016 @ 4:12pm 
Wondering if it's a conflict with AlphaMod or with More Realistic Star Systems (with the AlphaMod com patch) or the AlphaMod Orbital sub-mod but after making my empire and setting Polis Massa as the planet it starts as a size 10 desert planet (I selected desert as the starting type).
SirTarragon 13 Dec, 2016 @ 5:18pm 
I find this system to end up being OP as heck with the "The Belt" mod. All of those Starports in one system O.O
Death of Rats  [author] 10 Nov, 2016 @ 7:55pm 
I get asked that a lot, lol, but I always take the time to answer fully so people understand my position on this matter. Don't take it personally.

I don't mind as much for mods with more subscribers because - even if it is only a pretty minor annoyance which probably won't even have an effect most of the time given how many great 'outdated' mods are floating around - it effects a lot of people.
♥ Rommel ♥ 10 Nov, 2016 @ 7:44pm 
I was just asking is all geez o.o;